
LIBRARY OF CONGRESS. 

GV^3 '■ 

Chap.^/.' Copyright No. 

ShclfLiQ5.5„. 



UNITED STATES OF AMERICA. 



ONE HUNDRED 



GYMNASTIC GAMES 



PREPARED BY 



TEN MEMBERS OF THE ALUMNI OF THE BOSTON 
NORMAL SCHOOL OF GYMNASTICS 



ffestina Xeute 



^£1^ 7 n^s 



BOSTON hTTT^ 

GEO. H. ELLIS, PRINTER, I4I FRANKLIN STREET 
1897 



Qv-4 



copyright 
By The Boston Normal School of Gymnastics 

1897 



5)cDicateD 

TO THE MEMORY OF 

MRS. MARY HEMENWAY 



INTRODUCTION- 



The need of a compact, practical collection of games 
for gymnastic teachers has led to the preparation of 
this book. The aim has been to make it simple and 
direct, and to give a few suggestions that may be 
helpful in its use. It has seemed best to arrange 
the material under three heads rather than to plan 
an orderly progression, which would separate widely 
games of like character. 

Games are valuable in physical education as a test 
of what the pupil has gained from his gymnastic training 
in alertness and self-control, and also as a means of 
training him yet further in these directions and in moral 
qualities as well. This physical, mental, and moral 
training must go hand in hand with joyous recreation, 
which is essential to any game played in the right 
spirit. The collection has been made with these 
thoughts in view ; and, to insure its being practical, 
the greater number of games have been played or 
used in our school and gymnasium work. 

These games, as a rule, have been invented by chil- 
dren, and nearly all have been handed from one gener- 
ation to the next unchanged. Many of the ball games 



have a long and eventful history ; and some others, such 
as Blind Man's Buff, I Spy, and Black and Red, have 
varied little since Pollux wrote of them in the second 
century. Seventeen hundred years ago Greek children 
played Ostrakinda with a shell, dark on one side, light 
on the other. The child to-day makes no change 
except to call it Black and Red, and to use a disc, 
with one side red, the other black. 

Eton boys are notably leaders in whatever calling they 
pursue in after life ; and it is claimed that this quality, 
which makes them foremost in the world of action, is 
gained on the playgrounds of Eton. This thought makes 
the teacher pause to consider what part he shall take in 
games, and how the strong individuality of each pupil is 
to be developed, so that he may grow in mastery of 
himself and of his opportunities. 



INDEX. 



The games marked with a star can be played in the school-room, 

PAGE 

*All Up 73 

Ball and Bases 29 

*Ball Hunt 17 

Ball Stand 22 

Ball Tag 21 

Basket Ball 34 

*Bean Bags in a Circle 16 

-Bean Bags over the Head 15 

*Bean Bags with a Board 14 

Bears and Cattle 50 

*Beast, Bird, and Fish 88 

Birds 49 

Black and Red 52 

Blind Man's Buff 41 

Blind Man's Buff with a Wand 85 

*Call Tag 71 

Cat and Rat 61 

Catch Ball 19 

Catch of Fish 51 

Centre Ball 27 

Centre Base 19 

Check 53 

Circle Ball 18 

Circle Catch Ball 26 

Corner Ball 24 

Cross Tag 44 

Dare Base 54 

Days of the Week 20 



8 

PACB 

♦Dead Ball 20 

Dodge Ball 22 

♦Drop the Handkerchief 59 

Duck on the Rock 72 

♦Ducks Fly 82 

Fives 30 

♦Follow the Leader 68 

Fox AND Chickens 46 

Fox AND Geese 58 

French Blind Man's Buff 43 

♦Fruit Basket 85 

Garden Scamp 61 

♦Going to Jerusalem 64 

♦Grand Mufti 83 

Grocery Store 51 

♦Guess Ball 21 

Haley Over 25 

Hanging Cats 74 

Hare and Hounds 77 

Hat Ball 23 

Have you Seen my Sheep ? 60 

♦Herr Slap Jack 60 

Hill Dill 49 

Hop Scotch 74 

♦HucKLE Buckle Bean Stalk 89 

♦Hunt the Key 87 

Hunt the Slipper 87 

Iron Tag 45 

I Spy 75 

Jacob and Rachei 42 

Jump the Shot 66 

Lame Fox and Chickens 47 

Last Couple Out 48 

Lawn Bowls 28 

London-loo 53 

Mail-man 43 

♦Musical Instruments 86 

Ninepins 64 

♦Not I, Sir 89 



9 

PAGE 

*Observation 90 

Pass Ball 27 

*Passixg Clothes-pins 81 

^Preliminary Ball 13 

Preparation for Volley Ball 31 

Prisoner's Base 55 

Prison Goal 55 

Pussy wants a Corner 65 

*RussiAN File 69 

*Sculptor 67 

Spin the Platter 66 

*Stage-coach 84 

Statues 70 

Stealing Sticks 56 

Steeple Chase 57 

*Steps 70 

Still Pond 41 

Stone 46 

Stool Ball 24 

Stoop Tag 44 

String Ball 14 

Tag 44 

*Teacher and Class 16 

*Thanksgiving Dinner 83 

The Belled Cat 42 

Thread the Needle 68 

Three Deep 62 

Tommy Tiddler's Ground 45 

*Umbrella Ball 13 

Vis-a-vis 63 

Volley Ball 32 

Wheel Fox and Geese 63 

Yards Off 76 



BALL GAMES. 



PRELIMINARY BALL* 

Grade : Primary. 

No. of Players: lo to 60. 

Purpose : Heave movement ; Training for ball games. 

Apparatus : Balls for half the number of players. 

The players stand in two lines facing each other. 
The players of one line hold the balls. At a 
signal each throws his ball to the player opposite 
him in the other line. The following order is a 
good one: — 
Throwing 3 times with right hand and catching with both 







' left 




(( u 






' right " 




" right 






' left 




" left 






' right " 
' left 




" right 



If a suitable wall space is to be had, the players 
may next throw the balls against the wall and catch 
them, using the order of the table above. If the 
balls are elastic, they may also bounce them on the 
floor, and catch them in the same order. 



UMBRELLA BALL, 

Grade : Primary. 
No. of Players : 10 to 60. 
Purpose : Heave movement ; Precision. 
Apparatus : Four umbrellas or boxes ; Bean bag or 
ball for each player. 

The players place the bean bags on their heads, 
and march around the room, halting so as to form a 



14 

hollow square. Four umbrellas or boxes are placed 
on the top of the desks, so that each may be a goal 
for one-fourth the players, and be about six feet 
from each person. At a given signal the players 
throw their bags or balls into the nearest umbrella. 
The bags are then taken from the umbrellas, and 
the players throw again. When they can throw 
fairly well, they should be required to use each 
hand alternately. 



STRING BALL. 

Grade : Grammar, High. 
No. of Players : lo to 20. 
Purpose : Heave movement ; Alertness. 
Apparatus : Ball attached to a rope ; Object on which 
to hang the ball. 

The ball is hung from a piece of gymnastic ap- 
paratus, or, if out of doors, from the limb of a tree. 
The players stand about it in a circle. One player 
starts the game by striking the ball with the hand; 
the others try to catch it before he can hit it again. 
If they do not catch the ball he scores one, and 
continues until the ball is caught, scoring one each 
time he strikes it. 



BEAN BAGS WITH A BOARD. 

Grade : Upper Primary, Grammar, High. 

No. of Players: 10 to 60. 

Purpose : Heave movement ; Precision. 



15 

Apparatus : Boards for every ten or fifteen players ; 
Five bean bags for each board. 

Have a board made about 2^ by 2 feet, with a 
large hole cut near the upper left-hand corner, and 
a small one near the lower right-hand corner, and 
arranged to stand at an angle of 45°. Draw a line 
about 20 feet from the board, changing the dis- 
tance to suit the age of the players. Sides are 
chosen, and the players throw alternately from each 
side. Appoint a referee. Each player in turn 
stands with his toe on the given line. He tosses 
five bean bags in succession, and tries to have each 
go through one of the holes in the board. If a 
bag goes through the small hole, it counts fifteen; 
through the large one, ten; and, if it lies on the 
board at the end of the player's turn, it counts five. 



BEAN BAGS OVER THE HEAD. 

Grade : Grammar, High. 

No. of Players: 10 to 25. 

Purpose : Heave movement ; Alertness. 

Apparatus : Bean bag. 

One player is chosen to throw the bean bag. 
He stands in front of the other players with his 
back to them, takes the bean bag, and tosses it over 
his head with both hands. Each player tries to 
catch it. The one who is successful next throws 
the bag. 



i6 



TEACHER AND CLASS. 

Grade: All. 

No. of Players: lo to 60. 

Purpose : Heave movement ; Alertness. 

Apparatus : Bean bags. 

Appoint teachers according to the number of 
players, one for every seven pupils. The other 
players form a line as pupils. The teachers face 
them, standing from ten to twenty feet away. 
No. I teacher throws a bag to No. i pupil who 
must catch it, and immediately throw it back to 
the teacher, who then tosses it to No. 2 pupil, 
and so down the whole line. When No. i teacher 
has reached No. 3 or 4 pupil, No. 2 teacher begins 
throwing to No. i pupil; and so they follow in 
turn. When a teacher reaches the end of the 
class, he returns, and throws to No. i pupil. Who- 
ever fails to catch a bean bag, whether teacher or 
pupil, goes to the foot of the class. If a teacher 
fails, his place is supplied by No. i pupil. 



BEAN BAGS IN A CIRCLE. 

Grade: All. 

No. of Players : 8 to 25. 

Purpose : Heave and alternate side movements ; 

Alertness. 
Apparatus : Bean bags. 

The players form a circle, standing several feet 
apart. The bean bags are distributed at equal dis- 



17 

tances. Each player who holds a bag turns and 
tosses it to his next neighbor to the right, and 
instantly faces his neighbor to the left, ready to 
receive the next bag. All the bags should be in 
motion at once. If desired, a forfeit may be required 
of the one who fails to catch a bag, or he may 
drop out of the circle. Balls may be used in place 
of bean bags, and the game made more difficult by 
having them of various sizes. 



BALL HUNT* 

Grade : Grammar, High. 

No. of Players : 6 to 60. 

Purpose : Heave movement ; Alertness ; Self-control. 

Apparatus : Two tennis balls. 

If there are six players, those of each side form a 
triangle, the player at the apex of the triangle on 
one side standing with his back to the one at the 
apex of the opponents' triangle. Let the teacher be 
referee. At a signal given by the referee one of 
those at the base of each triangle throws the ball to 
the one at the apex, and he to the remaining player. 
It is then returned in reverse order to the one from 
whom it started. As soon as it is received by the 
leader, the players of that side clap hands. The 
side which has returned the ball first, scores a point. 
If the ball is dropped, it is picked up, and the throw- 
ing begins in turn from the one who dropped it. 
Any number of points may be agreed upon for a 



i8 

game. When the players exceed six in number, 
they are arranged in two lines, the players of one 
side alternating with those of the other, so that 
No. I on B's side throws to No. 2 of the opposite 
line, and he returns the ball to No. 3 of B's line. 
No. I A throws to No. 2 in B's line. The balls 
thus constantly cross. A signal being given, No. 
I A and No. i B commence throwing the balls. 
When the balls have reached the end of the line, 
they are returned in reverse order; and the leader 
who first receives the ball, scores one for his side. 



CIRCLE BALL. 

Grade : Upper Primary, Grammar. 
No. of Players : 10 to 30. 
Purpose : Heave movement ; Alertness. 
Apparatus : Ball. 

The players form a ring. One of them throws 
the ball at another player, who must catch it, and 
throw it at some other one in the ring. It should 
be thrown in quick succession and unexpectedly. 
Variations may be made by bouncing the ball, by 
clapping the hands before catching it, or the person 
who fails to catch it may sit down. The game 
may also be played with the players seated. 



19 



CENTRE BASE. 

Grade : Upper Primary, Grammar, High. 
No. of Players: 12 to 30. 
Purpose : General exercise ; Alertness. 
Apparatus : Bean bag. 

The players form a ring, one player standing in 
the centre and holding the bean bag. He tosses it 
at some player, who must catch it, place it in the 
centre of the circle, and at once chase the one who 
threw it. The one who threw the bag runs out of 
the circle, and tries to return and touch the bag be- 
fore he is tagged. If he is tagged, he is out of the 
game, and the other player throws the bag. If he 
is not tagged, he throws again. 



CATCH BALL. 

Grade : Upper Primary, Grammar. 
No. of Players : 10 to 30. 
Purpose : General exercise ; Alertness. 
Apparatus : Rubber ball. 

The ball is thrown into the air, and the name of 
a player called. If he catches the ball before its 
second bounce, he tosses it up, and calls the name 
of another player. If he does not catch the ball, he 
loses a point. When a player has lost four points, 
he is out of the game. 



20 



DAYS OF THE WEEK. 

Grade : Upper Primary, Grammar. 

No. of Players : 3 to 7. 

Purpose : Heave movement ; Alertness. 

Apparatus : Wall of a room ; Rubber ball. 

Each player is given the name of a day of the 
week. One throws the ball against the wall, and 
calls the name of some day, as Monday. The 
player named Monday must catch the ball before it 
touches the floor. If he catches it, he throws the 
ball; if he does not, the first player continues. 



DEAD BALL, 

Grade : Upper Primary. 

No. of Players: 15 to 60. 

Purpose: Heave movement; Alertness. 

Apparatus : One to three soft balls. 

The players stand in the aisles between desks. 
The teacher tosses the balls into the air. Any one 
catches a ball, and tosses it at some player. He 
may either dodge the ball or catch it. If the player 
is struck, he is dead, and must sit down. If he 
catches the ball, he must try to strike some other 
player. The balls must be tossed, not thrown. 
The game is played until only one person is left 
standing. 



21 



BALL TAG. 

Grade : Grammar, High. 

No. of Players : 9 to 30. 

Purpose : Heave movement ; Observation ; Exactness. 

Apparatus : Tennis ball. 

Arrange the players in two lines facing each 
other, and about forty feet apart. One side sends 
out a player, who stands in the middle, half-way 
between the lines, and facing his own side. One 
of the opposite side throws the ball, and strikes the 
one in the middle on the back. The one struck 
must guess who threw the ball. If he guesses 
correctly, one of the opposite side takes his place. 
If he does not, the opposite side continues throwing 
until he is successful. 



GUESS BALL. 

Grade : Grammar, High. 

No. of Players : 10 to 25. 

Purpose : Heave movement ; Alertness ; Self-control. 

Apparatus : Soft ball. 

The players form a line. One stands several 
feet in front of the others, with his back toward 
them. He counts aloud a given number. Mean- 
time the ball is passed back and forth along the 
line. When the given number is called, the per- 
son who holds the ball throws it, and strikes the 
player in front on the back. If he is hit, he turns 



22 



quickly, and tries to guess by the attitudes who 
threw the ball. If correct, the two players change 
places; if not, the game is repeated, with the same 
player in front. If the player in line fails to hit 
the one in front with the ball, they change places. 



DODGE BALL. 

Grade : Grammar, High. 

No. of Players: 20 to 60. 

Purpose : Heave movement ; Alertness. 

Apparatus : Ball. 

Half the players form a circle, the other half 
stand inside it. The ball is thrown by any person 
in the circle at any one within the ring. If the 
person is hit, he joins the circle. The player wins 
who is the last to stand within the circle. 



BALL STAND. 

Grade : Grammar, High. 

No. of Players : 6 to 25. 

Purpose : General exercise ; Alertness ; Self-control. 

Apparatus : Walls of a room ; Ball. 

The players stand near the corner of the room. 
The one who is it takes the ball, bounces it against 
the wall, and calls the name of a player. The 
player called tries to catch the ball before it 
touches the floor, while the other players run as 
fast as they can. If the player called catches the 



23 

ball, the other players return, and he bounces the 
ball, calling a name, as at first. If he does not 
catch the ball, the others may run until he picks it 
up and calls, " Stand! " Then each one must stop 
where he is without turning. The one holding the 
ball throws it, trying to strike some one on the 
back. If he is successful, the one struck is it. If 
not, the players may run again until he picks up the 
ball and calls, "Stand!" The game may also be 
played in a circle, in which case the ball is tossed 
into the air and the name called. In all other 
respects it is like the game played in the corner. 



HAT BALL. 

Grade : Grammar, High. 
No. of Players : lo to 20. 
Purpose : General exercise ; Alertness ; Skill. 
Apparatus : Hat for each player ; Ball for each 
player ; Small stones. 

The hats are placed in a row on the floor, while 
the players stand at some distance facing them. 
The one whose hat is at the end of the line to the 
right takes the ball and tosses it into any player's 
hat. The other players scatter, while the one into 
whose hat the ball falls runs for the ball, picks it 
up, and throws it, trying to strike one of them. If 
he succeeds, the player struck has a stone put into 
his hat. When a player has five stones in his hat, 
he is out of the game, or, if preferred, he may pay 



24 

a forfeit. The player who was struck, .t throws 
the ball into a hat. If the previous player did not 
hit any one, the players stand in line while he tries 
again to throw the ball into a hat. If any player 
fails to throw the ball into a hat, the player next 
him in line makes the attempt. 



STOOL BALL. 

Grade : Grammar, High. 
No. of Players : lo to 25. 
Purpose : General exercise ; Alertness. 
Apparatus : Tennis ball ; Stools one less than the 
number of players. 

Place the stools in a circle, several feet from each 
other. A player stands back of each stool, and the 
bowler in the centre of the circle. The bowler 
tosses the ball at one of the players. If the player 
can strike it back with his hand, all the players 
change places, and the bowler may hit with the ball 
any one who is between the stools. If a player is 
struck before he reaches a stool, he becomes bowler. 
Variation may be made by having the one struck go 
out of the game. 

CORNER BALL. 

Grade : Grammar, High. 

No. of Players : 8 to 20. 

Purpose : General exercise ; Alertness. 

Apparatus : Chalk ; Ball. 



25 

Mark c number of goals equal to half the 

number of players, arranging them in a square 
or circle several feet apart. Appoint a referee. 
Divide the players into two groups. One side 
stands in the goals, the other within the square. 
Those standing in the goals toss the ball from one 
player to the next until it has passed once around 
the square. It may then be tossed to a player in a 
goal or thrown at one of the players in the centre. 
Balls are thrown underhand to a friend, overhand 
at an enemy. If a person in the centre is hit, he 
is out. Every failure to catch a ball, to strike a 
player, or to throw the ball in the required way, is 
a foul. A player is out on making six fouls. 
When half the players on either side are out, the 
game is ended. The score is found by counting 
the difference between the number of players left 
in the goals and those inside the square. The dif- 
ference is the score for the side having the greater 
number. The sides change places after each game. 



HALEY OVER* 

Grade : Grammar, High. 
No. of Players : lo to 30. 
Purpose : General exercise ; Alertness. 
Apparatus : Ball ; House, out of doors ; Curtain, in- 
doors. 

Two parties are formed. One stands on either 
side of a house. A player throws the ball over the 



26 

house, and one of the opposite side must catch it. 
If he succeeds, he darts around the house, and tries 
to strike a player with the ball, or he may keep it 
in his hand, and tag with it. If he hits the player, 
he takes him back to his side: if he does not, both 
remain on the opponents' side. If no one catches 
the ball when it is thrown over the house, it is 
thrown back for the other side to catch. The un- 
certainty as to whether a ball is to be caught from 
over the roof or whether a player will appear to 
tag gives point to the game. The side wins which 
gains all the players. A referee for each side may 
be appointed if necessary. The game can be 
played in the gymnasium by stretching a curtain, 
and throwing the ball over it. 



CIRCLE CATCH BALU 

Grade : Grammar, High. 
No. of Players: 15 to 30. 

Purpose : Heave and alternate side movements ; Alert- 
ness. 
Apparatus : Ball. 

Form a circle, the players standing from six to 
eight feet apart. Toss the ball from one to the 
other, either to the right or left, as may be decided. 
The first player who does not catch the ball steps 
into the circle, and throws it to some player. It is 
then passed from one to another, so as to be difficult 
to catch. The one in the centre tries to catch it. 



27 

If he is successful, the one who threw it last may 
take his place, or, if preferred, the one who failed 
to catch it. 

PASS BALL* 

Grade : Grammar, High. 
No. of Players: 25 to 30. 
Purpose : General exercise ; Alertness. 
Apparatus : Large ball. 

The players form a ring, with the feet placed 
sufficiently far apart for the ball to roll between 
them, and each foot touching a neighbor's foot, so 
that the ball cannot readily pass between players. 
One stands in the centre of the circle, and tries to 
roll the ball between the feet of a player, who rolls 
it back with his hands. If it passes between his 
feet or if he moves his feet so that it cannot pass, 
he takes the place of the player in the centre. 



CENTRE BALL. 

Grade: High. 

No. of Players: 10 to 20. 

Purpose : General exercise ; Alertness ; Self-control. 

Apparatus: Ball 10 to 12 inches in diameter; Stick 3 

feet long for each player ; Chalk, indoors ; Spade, 

out of doors. 

Form a circle out of doors by digging holes 
three inches in diameter, one less in number than 
the players, and from four to six feet apart. In the 



28 



centre dig a hole large enough to hold the ball. In- 
doors draw chalk lines to serve the same purpose. 
The ball is placed in the centre hole. The players 
hold their sticks with both hands, with the ends 
under the ball. One, two, three, is counted, and 
they raise the ball into the air. Then each runs to 
put the end of his stick into a hole. One player is 
unable to do this, and he has charge of the ball. 
His object is to roll the ball into the centre hole 
or to put his stick into the hole of a player who is 
not at his place. The other players try to keep the 
ball from the centre hole; the guardian protects the 
ball by placing his stick in front of it. Whenever 
a hole is unguarded, any one may take it, and who- 
ever is left without a hole for his stick must guard 
the ball. When the ball is rolled into the centre 
hole, the game is ended. The point of a stick must 
never be raised above the waist line. Two faults 
in this put the player out of the game. The ball 
must only be rolled, defended, or attacked by the 
stick. 

LAWN BOWLS* 

Grade *. Grammar, High. 
No. of Players : 4 to 20. 
Purpose : Heave movement ; Skill. 
Apparatus : Ball for each player. 

A level place is selected out of doors, or the 
game may be played in the gymnasium. Sides are 
chosen. The leader of one side takes a ball called 



29 

the jack, which is colored so as to be readily distin- 
guished from the other balls, and throws it to a 
considerable distance. The other players, standing 
at the same place from which the leader threw, throw 
their balls, trying to have them lie as near the jack 
as possible. The players throw alternately from 
each side. When all have thrown, the side which 
has a ball lying nearest the jack scores. The score 
will be one for each ball that lies nearer the jack 
than the best ball of the opposing side. The balls 
of the two sides should be of different colors. 
Very elaborate sets of balls are made for playing 
this game, and its rules may be complicated, but 
they do not add to its gymnastic qualities. 



BALL AND BASES, 

Grade : Grammar. 

No. of Players : 6 to 20. 

Purpose : General exercise ; Skill ; Speed. 

Apparatus : Large ball. 

Mark a place for home plate and three bases to 
complete the diamond, as in base ball. Choose sides, 
which may be called Reds and Blues. Appoint an 
umpire and a scorer. The first Red player stands 
at the home plate, the first Blue not less than five 
paces from him. The Red player strikes the ball 
with his hand as far as possible in any direction, 
and runs to the first base, to the second, the third, 
and the home plate, if he can, before the Blue 



30 

has returned the ball to the home plate. He 
scores as many points as he has run bases before the 
ball is returned. If the Blue catches the ball, the 
Red is out. If the runner reaches the third base 
before the ball is returned to the home plate, he 
may remain over and try for the home plate when 
the next one of his side strikes the ball. When all 
the Reds have played, the Blues have their in- 
nings. A game consists of two innings. 



FIVES* 



Grade : Grammar, High. 

No. of Players : 2 or 4. 

Purpose : General exercise ; Alertness ; Skill ; Co-oper- 
ation. 

Apparatus : Wall with level space at base ; Small ball ; 
Chalk. 

On a wall free from obstacles draw a line three 
feet and a half above the ground. On the ground 
or floor draw a line parallel to the wall and ten feet 
distant. Draw lines to mark the outer edge of the 
court on the wall and on the ground. One player 
throws the ball against the wall above the chalk 
line. When it has bounced back and rebounded 
from the ground, or before it touches the ground, a 
player of the opposite side strikes it against the 
wall with the palm of his hand. One of his 
opponents must strike it next. The ball is thus 
struck alternately by one of each side until a failure 



31 

is made. A failure consists in missing the ball, 
striking it against the wall below the chalk line, 
letting the ball touch the ground outside the court, 
or not striking it until after its second bounce. 
When any such failure is made, it scores one for the 
opposite side. The game is won by the side which 
first scores a certain number, as ii or 21. This is 
the simple game. Players who become expert will 
find the game as played at Rugby or Eton more in- 
teresting. 



PREPARATION FOR VOLLEY BALL. 

Grade: High. 

No. of Players: 10 to 20. 

Purpose : General exercise ; Alertness ; Co-operation ; 

Skill. 
Apparatus : Volley ball. 

Mark off a court 40 by 40 feet. Draw a line 
through the centre, dividing the space into two 
equal courts A and B. Call the players in A and 
B Nos. I, 2, 3, etc. Let No. i A serve first. He 
takes the ball, bounces it, and then bats it over to 
Court B, using either or both hands. The ball is 
allowed to bounce once, and then must be returned, 
or it may be returned before it bounces, except im- 
mediately after a serve. A wins a point if B fails 
to return it before it bounces twice or if he returns 
it outside A's court. When the ball is not prop- 
erly returned by either side. No. i B serves, then 



32 

No. 2 A, and so alternately on each side. The 
score is kept by the scorer, and is called before 
each play begins. A's score is always called first. 
Any number of players on a side may bat the ball 
to return it, so long as they do not let it touch the 
floor twice while it is in their court. The game 
may be modified by forbidding the use of more than 
one hand or of either the left or the right. Bounc- 
ing the ball, except after the service, may also be 
forbidden. 



VOLLEY BALL. 



Grade: High. 



No. of Players: 2 to 12. 

Purpose : General exercise ; Alertness ; Dexterity ; 

Co-operation. 
Apparatus : Net 2 feet wide, of length to suit court ; 

Volley ball ; Court 50 by 50 feet, size varying with 

number of players. 

Mark off a court 17 by 40 feet for two players, 
larger for a greater number, about 10 square feet 
for each player. Stretch the net so that it divides 
the court in half lengthwise, with its top line 
6 feet 6 inches above the floor. If it is stretched 
between poles, they must be at least one foot outside 
the lines. Mark a line, called a "dribbling" line, 
in each court 4 feet from the net and parallel to it. 

Appoint a referee, two judges, and a scorer. 
The referee shall see that all rules regarding the 
net and the dribbling line are complied with. A 



33 

judge shall stand at each end of the court, to give 
decisions on the boundaries. 

A game consists of nine innings. An inning is 
finished when each person has served in turn. 

The game consists in keeping a ball in motion 
over the net from one side to the other without al- 
lowing it to go outside the court or to touch the 
floor. The hand is used to strike the ball. 

A member of one side starts the game by serving 
the ball over the net into the other court; the op- 
ponents return it before it strikes the floor. This 
continues until one side fails to return it or it 
touches the floor. 

The server stands with one foot on the back line 
of the court, and bats with the hand. Two trials 
are allowed to send it into the opponents' court. 
If a ball in service threatens to strike the net, an- 
other player of the same side may strike it into the 
opponents' court ; but, if it goes outside or strikes 
the net, the server may not have a second trial. 
Dribbling is not allowed during service. To drib- 
ble the ball is to carry it, keeping it bouncing all 
the time. When '"dribbling" the ball, no player 
may cross the dribbling line. If a service strikes 
a player, the server is out, unless the ball bounces 
into the opponents' court. A person continues 
serving until he makes two faults in succession 
during service or until his side does not return 
the ball. 

A ball which hits the net, if not a service ball, 



34 

is called a "net" ball, and counts as a failure to 
return. If the ball hits the net during service, it 
is "dead," and counts as a trial serve. 

If any one touches the net while playing, it puts 
the ball out of play, and counts for the opposite 
side. If any player catches or holds the ball for an 
instant, it counts for the opposite side. 

If the ball strikes any object except the floor and 
bounces back into the court, it is still in play. 

Each good service unreturned or ball in play un- 
returned by the side receiving counts one for the 
side serving. A side only scores when serving. 
A failure to return the ball by the serving side 
puts the server out. 



BASKET BALL* 

Grade : High. 

No. of Players: lo to i8. 

Purpose : General exercise ; Alertness ; Co-operation ; 

Self-control. 
Apparatus: Basketball; Two basket-ball baskets. 

The field may be any level space with no obstruc- 
tions. If there are nine players, the court should 
be marked off 60 by 45 feet, with its boundary 
lines 3 feet from any obstacle, unless the walls of 
the room are used as boundaries. The baskets are 
placed directly over the boundary lines, one at 
either end of the court, and 10 feet above the floor. 

For a match game the officials shall be: — 



35 



A referee who decides all questions respecting 
the ball. 

Two umpires, one for each end of the court, to 
decide all points respecting men and lines. 

One person as time-keeper and scorer, who shall 
call time at the end of each half of the game, and 
shall also keep the score. The score should be 
kept where it can be seen by the players and 
spectators. 

Two captains, each appointed by his own side, 
who must be players in the match. They toss for 
choice of basket, and call attention to violations of 
the rules. 









o 
< © H o h 



d 
of 



o d 



o 



H © 



H O O 



o 

of 



H o 



d H © o 
J of 






d 

© 



© CQ 



I- Q 

(3 H o d 
d J 



G. T. = Goal thrower. 

C. = Centre. 
G. D. = Goal defender. 



X = A's men. 
O = B's men. 



The players should be stationed nearly as in the 
diagram. Each player is forbidden to pass from 



36 

the division in which he is stationed into either of 
the other two divisions. The object of the game is 
to put the ball into the opponents' basket. 

The game is started by the referee tossing the 
ball up in the centre of the field at the beginning 
of each half, after each goal, or whenever the ball 
has been out of play. 

To put the ball in play at the centre, it must 
first be touched by one of the centre men after it 
has been tossed up by the referee. 

The ball may be caught and thrown or batted in 
any direction by one or both hands. 

Two hands on a ball are necessary to secure it. 
If a player rolls a ball, he does not hold it with both 
hands; and it may be struck from him. In no 
other case may a player remove the ball in any way 
from the hands of an opposing player. 

A player may intercept the ball when it is 
thrown from or to an opposing player; but he must 
not run with the ball, nor hold it more than five 
seconds. 

The ball may not be kicked, nor struck with the 
closed fist. 

Tackling, holding, pushing, or interfering with 
the person of an opposing player, is not allowed; nor 
shall the arms be used in any way to interfere with 
the progress of a player. 

When two persons hold the ball, and there is 
doubt as to whom it belongs, the referee tosses the 
ball up where it was held, if inside the court, or 



37 

just within the boundary lines, if the players held 
the ball outside. 

A goal is made only by a goal thrower, and counts 
one. 

The following are fouls: — 

Kicking the ball; striking it so as to remove it 
from the hands of an opponent; running with the 
ball; "jiggling" it, i.e.^ tossing it into the air and 
catching it again to prevent holding; bouncing the 
ball more than three times in succession; passing 
it from one player to another, so that an opponent 
cannot get it without making a foul; crossing boun- 
dary lines with both feet; all roughness and any 
interference with an opposing player. 

When a foul is claimed, and the referee or an 
umpire sustains it, a goal thrower from the side not 
making the foul has a free throw for goal, and 
stands 1 5 feet from the goal to which he is throw- 
ing. No player shall stand nearer than 6 feet to 
the goal thrower, nor in a lane 6 feet wide from the 
thrower to the goal, nor interfere with the ball 
until it has reached the goal. 

A ball is out of bounds only when it has com- 
pletely crossed the line. 

The game consists of two halves of ten minutes 
each, with a rest of five minutes between. 



RUNNING GAMES. 



41 



BLIND MAN'S BUFR 

Grade : Upper Primary, Grammar, High. 

No. of Players : lo to 30. 

Purpose : General exercise ; Keenness of perception. 

Apparatus : Handkerchief. 

One player is blindfolded, and turned about three 
times in the centre of the room. He then tries to 
catch one of the players. When he has succeeded, 
he must guess whom he has caught. If he is cor- 
rect, the player caught is blindfolded : if he is not 
correct, he must catch another player. Instead of 
blindfolding the one who is it, he may have his 
hands tied behind him, and catch a player in this 
way. 

STILL POND. 

Grade: Upper Primary, Grammar, High. 
No. of Players: 10 to 60. 
Purpose : Alertness ; Self-control. 
Apparatus : Handkerchief. 

One person is blindfolded; the other players 
move about the room until he counts seven aloud, 
and calls, "Still pond, no more moving!" After 
he has said this, each one may take only seven 
steps. He tries to catch one of the players. If 
he is successful and guesses who it is, the one 
caught is blindfolded. 



42 



THE BELLED CAT. 

Grade : Grammar, High. 

No. of Players: 12 to 30. 

Purpose : General exercise ; Alertness. 

Apparatus : Bell. 

Hang a bell around the neck of one player, call- 
ing him the cat, blindfold two, and let the others 
form a ring, inside which the two blindfolded may 
chase the cat. When the cat is caught, the suc- 
cessful player becomes cat, wears the bell, and 
chooses one from the ring to be blindfolded. 



JACOB AND RACHEL. 

Grade : Upper Primary, Grammar, High. 
No. of Players: 12 to 30. 
Purpose : General exercise ; Alertness. 
Apparatus : Handkerchief. 

One player is chosen to be Jacob, another to be 
Rachel; the others form a ring. Jacob is blind- 
folded, and chases Rachel about inside the ring, 
trying to catch her. He calls, "Where art thou, 
Rachel?" She must reply, ''Here am I, Jacob." 
Two Jacobs and two Rachels may be in the ring at 
the same time if the number of players is large. 
Each Jacob must catch his own Rachel. When 
Rachel is caught she is blindfolded, and chooses a 
new Jacob from the ring. 



43 



FRENCH BLIND MAN'S BUFF, 

Grade : Upper Primary, Grammar. 
No. of Players : lo to 30. 
Purpose : Run ; Alertness. 
Apparatus : Handkerchief. 

One player is blindfolded, the others form a 
ring about him. All in the ring are numbered. 
The one in the centre calls two numbers. The 
players having these numbers change places at 
once, while the centre player tries to catch one. If 
he succeeds, the one caught takes his place. 



MAIL-MAN, 

Grade : Grammar, High. 
No. of Players : 10 to 30. 
Purpose : Run ; Alertness. 

The players form a ring. Each one takes the 
name of a post-office. One of the players, the 
mail-man, stands in the centre of the circle, and 
calls the names of two post-offices. The players 
having these names change places at once. The 
mail-man tries to reach one of the vacant places 
before the player who is running towards it. 
Whichever one fails is the next mail-man. For- 
feits may be required of the players who do not run 
at once on hearing their names. 



44 



TAG* 

Grade : All. 

No. of Players : 6 to 60. 

Purpose : Run ; Alertness. 

One player is chosen to be it. He runs and tags 
some other player, who then takes his place as 
runner. The game may also be played without 
telling who is it. All may pretend to tag; but any 
one who is not it must whisper when he touches a 
player, "I am not it," while the one who is it must 
say, '^I am it." The game is a very lively one. 



STOOP TAG. 

Grade : Primary, Grammar. 

No. of Players: 10 to 60. 

Purpose : General exercise ; Alertness. 

One person is chosen to be it. He pursues the 
other players, who cannot be tagged while stooping. 
The game may be varied by allowing each player 
to stoop only a certain number of times while the 
same person is it or by requiring some special 
gymnastic position to be taken. 



CROSS TAG. 

Grade: All. 

No. of Players : 10 to 60. 

Purpose : Run ; Alertness ; Co-operation. 

One person is chosen to be it, and pursues the 
other players. If any one runs between the one 



45 

who is it and the one pursued, the one pursued may 
not be tagged, and the one who crossed between 
must be chased by the pursuer. He in turn will be 
safe if some other player crosses between him and 
the pursuer. If the number is large, more than one 
person may be it. One to thirty is a good average. 



IRON TAG. 

Grade: All. 

No. of Players: lo to 60. 
Purpose : Run ; Alertness. 
Apparatus : Objects made of iron. 

A leader is chosen, who tries to tag the other 
players. They cannot be tagged while touching 
iron with the hand. The first player tagged is out 
of the game, the second tagged is it. The game 
continues until all are out. Variations may be 
made by requiring the players to touch iron either 
with the elbow, with four fingers at once, or with 
the foot. If the number of players is small, the 
first one tagged may be it, and no one dropped from 
the game. 



TOMMY TIDDLER'S GROUND. 

Grade : Primary. 
No. of Players: 10 to 30. 
Purpose : Run ; Alertness. 
Apparatus: Chalk. 

A line is drawn dividing the floor into two parts. 
One player, Tommy Tiddler, stands on one side the 



46 

line, the other players on the other side. The 
latter venture across the line saying, "I am on 
Tommy Tiddler's ground, picking up gold and 
silver/' While they are on Tommy Tiddler's side, 
they may be tagged by him. Whoever is tagged 
changes places with Tommy Tiddler. 



FOX AND CHICKENS. 

Grade : Primary. 
No. of Players : 5 to 30. 
Purpose : Run ; Alertness. 
Apparatus : Chalk. 

One is chosen to be fox, and has a den marked off. 
The other players run before the den near enough 
for the fox to touch them. The fox tries to tag one 
while they pass. If he is successful, the one caught 
becomes fox. 



STONE. 

Grade : Grammar. 

No. of Players: 10 to 30. 

Purpose : General exercise ; Alertness. 

Apparatus : Chalk. 

Mark off two goals, one at each end of the room, 
and draw a large circle half-way between them. 
One of the players who is it sits on the floor in the 
centre of the circle, the other players dance around 
on the chalk ring until the one in the centre jumps 



47 

up. The players then run to either goal, and the 
one who is it tries to tag as many as possible before 
they reach the goals. All who are tagged return 
with him, and sit near the centre of the circle. 
The players again dance around until those within 
the ring jump up. All tag as many as possible. 
The game continues until no one is left on the ring. 
The players within the circle may lie at full length 
if it is wished to make the game more difficult. 



LAME FOX AND CHICKENS* 

Grade : Upper Primary, Grammar. 
No. of Players : 6 to 30. 
Purpose : General exercise ; Alertness. 
Apparatus : Chalk. 

Mark off a den for the fox at one end of the room, 
and a house for the chickens at the other end. 
One player is chosen to be fox, and stands in his 
den; the other players, the chickens, stand in their 
house. At a given signal all the chickens run out; 
and the fox, hopping on one foot, tries to catch as 
many as possible. All who are tagged become 
foxes. When a signal is given, the foxes must re- 
turn to their den and the chickens to their house. 
All the foxes now hop out to chase the chickens 
when the signal is given. If a fox while outside 
his den touches both feet to the floor at the same 
time, the chickens drive him home with their hand- 
kerchiefs. He may change from one foot to the 



48 

other, but he must not touch both feet to the floor. 
The fox may return to his den and the chickens to 
their house at any time for a rest. The object 
of the game is to have the foxes catch all the 
chickens. 



LAST COUPLE OUT. 

Grade : Upper Primary, Grammar, High. 

No. of Players : 1 1 to 60. 

Purpose : Run ; Alertness ; Co-operation. 

The players stand in couples behind each other. 
In front of this double line stands the one who is 
it. He calls, "Last couple out I " and must not 
look behind. The last two run, one on each side of 
the other players, and try to join hands in front of 
the lines. As soon as the one who is it sees them, 
he gives chase. If he tags one, he and the one 
tagged form a couple, and stand in front of the 
others; and the one not tagged is it. If he does 
not tag either before they join hands, he is still it, 
and the couple just chased stand immediately be- 
hind him. When there are a large number of 
players, two sets may be formed facing each other. 
The two who are it call at the same time. The 
couple on each side must join hands at the rear of 
the opposite line. Each one who is it chases the 
couple of his own side. 



49 



BIRDS^ 

Grade : Primary, Grammar. 
No. of Players: lo to 25. 
Purpose : Run ; Alertness ; Speed. 

One player is chosen to be mother, another to be 
bird-catcher. The mother gives the players the 
names of birds, and then stands some distance from 
them. The catcher does not know the names of 
the birds, and calls different ones until he uses the 
name of some player, who immediately flies to the 
mother. If the bird-catcher can tag him before he 
reaches the mother, he belongs to the catcher; if 
he reaches the mother safely, he is hers. This is 
continued until all are flown. The game is won by 
either mother or catcher who has the greater num- 
ber of birds. 



HILL DILL. 

Grade: All. 

No. of Players: 10 to 60. 
Purpose : Run ; Alertness. 
Apparatus: Chalk. 

Draw two parallel lines near the centre of the 
room, from 10 to 15 feet apart. Between them 
stands the one who is it. He calls, 

"Hill Dill, 
Come over the hill! " 



50 

and the players run across the space between the 
lines. They may be caught while crossing. All 
that are tagged join the one who is it, and help 
him. 



BEARS AND CATTLE, 

Grade: All. 

No. of Players: ii to 60. 

Purpose : Run ; Alertness ; Speed ; Co-operation. 

Apparatus : Chalk. 

Mark off three goals, one in each corner of the 
room on one side, and one in the middle of the 
opposite side. One player is the bear, and stands 
in the goal on the side having but one, the other 
players, as cattle, stand in two groups, one in 
each corner goal. At a given signal the cattle 
change goals, and the bear tries to tag as many as 
possible while they are changing. The bear and 
all those tagged join hands, and return to the bear's 
goal. This chain must chase the cattle when 
the signal is given. The bears at each end of the 
chain are the only ones who may tag: they are the 
first bear and the first person whom he tagged. If 
the line is broken, the cattle come out, and drive the 
bears back to their den with handkerchiefs. The 
last one of the cattle to be caught is bear in the 
next game. 



51 



CATCH OF FISH^ 

Grade : Grammar, High. 
No. of Players : 16 to 60. 
Purpose : Run ; Alertness. 
Apparatus: Chalk. 

Mark off a goal at each end of the room, and a 
prison called the net in some corner. Divide the 
players into two groups, one for each goal. The 
players in one goal join hands and are the net, those 
in the other are fish. A signal is given, and all 
the players must change goals. The net runs out, 
and tries to surround as many fish as possible. 
The fish can only escape through the opening in 
the net, and, when the two ends close together, all 
that are within are caught, and are placed in the 
prison, called also the net. The fish then join 
hands, and are the net. The game is continued al- 
ternately, till all of one side are caught. 



GROCERY STORK 

Grade : Upper Primary, Grammar. 
No. of Players: 10 to 60. 
Purpose: Run; Alertness; Self-control. 
Apparatus : Chalk. 

Mark off a goal at each end of the room. Half 
the players stand in one goal; the others choose 
some object sold in a grocery store, then walk up 
and stand in line in front of their opponents' goal, 
and tell the initial letter of their word. The players 



52 

inside the goal commence guessing the word. As 
soon as they mention the right one, the others run 
for their goal, while the ones from within give 
chase, and tag as many as possible before they are 
safely over the line. All tagged join the op- 
ponents' side. The game is won by the side gain- 
ing the greatest number of players. Instead of 
objects in a grocery store, geographical names may 
be used, or names of trades. 



BLACK AND RED. 

Grade : Upper Primary, Grammar, High. 

No. of Players: n to 31. 

Purpose : Run ; Alertness ; Self-control. 

Apparatus : Disc 10 inches in diameter, red on one 
side and black on the other ; Chalk ; Handker- 
chiefs for half the number of players. 

Mark off a semicircular space at one end of the 
room for a goal. Divide the players into two com- 
panies, one the Reds, the other the Blacks. Re- 
serve one player for herald. The Blacks and Reds 
form two lines, back to back, about six feet apart, 
and equally distant from the goal. The herald 
stands between the lines, and spins the disc. If 
the red side falls up, he calls, "Red!" when the 
Reds turn and pursue the Blacks, trying to touch 
them before they reach the goal, and so put them 
out of the game. If the black side is up, the 
Blacks are the pursuers. The company that puts 
out all its opponents wins the game. 



53 



LONDON-LOO. 

Grade : Upper Primary, Grammar, High. 
No. of Players : lo to 30. 
Purpose : Run ; Alertness ; Co-operation. 
Apparatus: Object for goal. 

The players run and touch the wall at the end of 
the room or some other object chosen as goal. The 
last one to touch is it. He stands at the goal. 
The other players stand at the opposite end of the 
room. The one who is it calls, "London!" the 
others reply, "Loo! '' and try to touch the goal be- 
fore they are tagged. The one who is it may tag 
as many as he can. All who are tagged join hands, 
and, standing at one end of the room, call, "Lon- 
don! " Again the reply "Loo!" is made, and the 
tagging begins. Only the players at each end of 
the chain may tag. If the chain is broken at any 
point, the one through whose fault it was broken 
is it, and the rest of the chain join the other 
players. The last person caught starts the new 
game. 

CHECK. 

Grade: Grammar, High. 
No. of Players: 10 to 60. 
Purpose : Run ; Alertness. 
Apparatus: Chalk. 

Draw a line across the middle of the floor. Mark 
off a space on each side for a prison. The players 



54 

are divided into two groups. Each group stands 
about ten feet from the central line. The players 
cross over the line into the opponents' court, and 
try to tag some one, calling out "Check!" when 
they succeed. They must tag with the palm of the 
hand. When a player has tagged an opponent, he 
hastens back to his own side, lest he in turn should 
be tagged. If he is caught, he loses his prisoner. 
If he returns safely, he takes his captive to prison. 
The game is won by the side which imprisons all 
its opponents. 



DARE BASE. 

Grade: Grammar, High. 
No. of Players : lo to 60. 
Purpose : Run ; Alertness. 
Apparatus : Chalk. 

Mark off a goal at each end of the room, and mid- 
way between mark a long base called the dare base. 
Place a catcher at each end of the dare base. The 
other players stand in the two goals. They con- 
stantly cross from one goal to the other, and may be 
tagged while between goals, but are safe while on 
the dare base. They cannot return from the dare 
base to the goal from which they started, but must 
continue to the opposite goal. All who are caught 
are out of the game. The last person caught wins, 
becomes catcher, and chooses his assistant. 



55 



PRISONER'S BASEL 

Grade : Grammar, High. 

No. of Players: lo to 30. 

Purpose : Run ; Alertness ; Co-operation. 

Apparatus : Chalk. 

Draw a line across the floor near the end of the 
room, and divide the space enclosed in half. Each 
half is a base. No. i base and No. 2 base each has 
a prison marked off in the corner diagonally oppo- 
site itself. The players choose sides. Each side 
stands in its base. One player runs out, calling, 
'"Chevy I Chevy! Chevy!" He is pursued by one 
of the opposite side. A player may only catch an 
opponent who ran out before he did, and may only 
be caught by one who has come out later than him- 
self. All tagged are prisoners. Prisoners are re- 
leased on being touched by one of their own side. 
To help free themselves, they may form a chain 
and reach toward their friends, so long as the last 
one has his foot inside the prison. If the chain 
is broken, all may be put in prison again. A 
player may only release one prisoner at a time. 
The game is won by the side that imprisons all 
its opponents. 

PRISON GOAL* 

Grade : Grammar, High. 

No. of Players : 10 to 30. 

Purpose : Run ; Alertness. 

Apparatus: Two objects as goals; Chalk. 

Place a jumping standard or larger object as goal 



56 

at each end of the room, some distance from the 
wall. Mark off a prison on one side equally dis- 
tant from the goals. Appoint two captains who 
choose sides. The captain appoints some as run- 
ners, some as goal guarders. The object of the 
game is to circle around the opponents' goal, and 
return to the home goal without being tagged by a 
guarder of the opposite side. Each successful run 
scores one. A player may be tagged at any time 
when he is not touching his own goal. Each person 
tagged must go to prison, and remain there until 
freed by being tagged by a runner of his own side. 
The player freed and the one who touched him can- 
not be tagged while returning from the prison. 
Each prisoner after being freed must touch his own 
goal before he may play again. The side having 
the larger score wins. 



STEALING STICKS. 

Grade : Grammar, High. 

No. of Players : lo to 30. 

Purpose : General exercise ; Alertness ; Speed ; Co- 

cperation. 
Apparatus : Twelve sticks ; Chalk ; Handkerchiefs 

for half the players. 

Draw a line across the middle of the floor, and 
mark off a goal at each end of the room. Place six 
sticks in each goal. Appoint two captains, and let 
them choose sides. Arrange the sides facing each 



5 



•7 



Other and near the centre line; no one may stand 
near the goals. The captains may appoint some as 
runners, others as defenders of the goal, if he 
thinks best. The object of the game is to win all 
the sticks from the opposing side. The players try 
to reach the goal of the opposite side without being 
caught and held. They may be caught as soon as 
both feet have crossed the line into the opposing 
court. Each one who reaches the opposite goal 
safely may carry one stick to the goal of his own 
side, and he may not be caught while returning 
with a stick. If he is caught before reaching the 
opponents' goal, he is a prisoner, and must stand 
inside the opponents' goal until touched by one of 
his own side. To aid in his release, he may hold 
out his hand as far as possible, provided his feet are 
within the goal. When touched by one of his 
friends, they both return to their side, and may not 
be caught while returning. No stick may be taken 
by a side while any of its members are prisoners. 
The game is won by the side which gains all the 
sticks. 

STEEPLE CHASE^ 

Grade : Grammar, High. 

No. of Players: lo to 30. 

Purpose : Run ; Alertness. 

Apparatus: Jumping standard ; Handkerchief; Chalk. 

A goal is marked off at each end of the room, and 
the standard is placed between them, rather nearer 



58 

one goal than the other. The handkerchief is hung 
on the top of the standard. Half the players stand 
in one goal, half in the other. One in each goal 
stands with his toe on the line of the goal; and at 
the word ''Start I " called by the umpire, the player 
from the goal nearer the standard runs, takes the 
handkerchief, and tries to return to his goal before 
the one running from the opposite side can touch 
him. If he is successful, both players stay in the 
nearer goal ; if not, both go to the farther one. The 
game is won by the side that brings all the players 
into its goal. The right distance for the standard 
from the nearer goal will depend on the skill of the 
players, and must be changed to suit different 
classes. 



FOX AND GEESE. 

Grade : Grammar, High. 

No. of Players : lo to 30. 

Purpose : General exercise ; Co-operation ; Alertness. 

One player is chosen to be fox. All the others 
are the geese, and form a file with the chief goose 
at the head, and each one with both hands on the 
shoulders of the player in front. This chain must 
be kept unbroken. The fox tries to tag the last 
goose in the line. To prevent this, the chief goose 
tries always to be in front of the fox, so that he 
may not pass. The line will move like an S in 
trying to protect its last member. If he is tagged, 



59 

he becomes fox, and the fox chief goose. If the 
line is long, the last ten geese may be tagged, and 
all who are touched sit down. 



DROP THE HANDKERCHIEF, 

Grade : All. 

No. of Players : lo to 30. 
Purpose : Run ; Alertness. 
Apparatus : Handkerchief. 

The players form a ring. One, as A, is chosen 
to be it. A runs around the outside of the ring, 
and drops the handkerchief behind some player B. 
When B discovers the handkerchief, he picks it up 
and follows A around the circle, trying to tag him 
before he reaches the vacant place. If he touches 
A, he returns to his place, and A runs again. If 
he does not, A takes B's place, and B is runner. If 
B does not discover the handkerchief until A has 
passed around the ring, picked up the handkerchief, 
and touched B, B must go into the centre of the 
ring, and play no more, and A continues running. 
If the number of players is small, B may pay a for- 
feit instead of going out of the game. 



6o 



HERR SLAP JACK. 

Grade: All. 

No. of Players : lo to 30. 

Purpose : Run ; Alertness ; Self-control. 

The players form a ring. One who is chosen to 
be it runs around the outside, and touches some 
player on the back. The one touched immediately 
runs in the opposite direction. When the two meet, 
they make a deep bow, then, passing to the right, 
each tries to be first in the vacant place. The one 
who fails is it. This game may be played between 
desks by forming a hollow square, and allowing the 
one touched to vault over the nearest chair into 
the outside aisle where the running is done. The 
game may be varied by requiring each player, when 
touched, to hop once before starting his run. 



HAVE YOU SEEN MY SHEEP? 

Grade *. Primary, Grammar. 
No. of Players : 10 to 30. 
Purpose : Run ; Alertness. 

A ring is formed. One player walks around the 
outside, touches some one on the back, and says, 
"Have you seen my sheep?" The one touched re- 
plies, "How was he dressed?" The one who is it 
then describes the dress of some player, who, when 
he recognizes himself, must run and try to pass 



6i 



around the circle, and reach his own place before 
the one who is it can tag him. If he is tagged, he 
is it. 

CAT AND RAT. 

Grade : Primary, Grammar. 

No. of Players: lo to 60. 

Purpose : General exercise ; Alertness ; Co-operation. 

Choose one player for cat and one for rat. The 
others form a ring with clasped hands. The cat 
tries to catch the rat, who at first is in the centre 
of the circle. The players favor the rat, who runs 
in and out of the circle under their clasped hands, 
but try to prevent the cat from entering by stoop- 
ing until their hands touch the floor. When the 
rat is caught, the cat joins the circle, while the 
rat becomes cat, and chooses a new rat from the 
players. It is better, sometimes, to choose both a 
new cat and a new rat each time the rat is caught. 
When there are a large number of players, three cats 
may be chosen to chase three rats. In this case 
the cats are distinguished by handkerchiefs tied on 
the arms. 



GARDEN SCAMP. 

Grade : Grammar. 

No. of Players: 12 to 30. 

Purpose : Run ; Alertness ; Accuracy. 

The players form a ring. One player is chosen 
to be gardener, another to be scamp. Both stand 



62 

inside the ring. The gardener asks, "What are 
you doing in my patch?" "Eating berries," 
answers the scamp. "Who let you in?" says the 
gardener. " No one," replies the scamp. He then 
runs, and the gardener must follow him in the same 
path. The players in the ring hold up their arms 
to help both in running. If the gardener catches 
the scamp, he becomes gardener, and chooses one 
from the ring to be scamp. If the gardener fails to 
follow the scamp exactly, the scamp joins the ring, 
and the gardener chooses a new scamp. If wished, 
the gardener may be required not only to follow the 
path of the scamp, but also his motions. 



THREE DEEP. 

Grade : Grammar, High. 

No. of Players : 20 to 60. 

Purpose : Run ; Alertness ; Self-control. 

One is chosen to be it, another to run. The 
other players arrange themselves in two circles, 
one within the other, the players some distance 
apart, and each one in the outer circle immediately 
behind one in the inner circle. The player who 
has no place runs, and is pursued by the one who 
is it. He may place himself in front of any two 
players, thus making a file of three. He then is 
safe; but the outer one of the three may be tagged, 
and to save himself must run to place himself in 
front of another group. If a player is tagged, he 



63 

is it; and the one who tagged him takes the run- 
ner's place. The game may be varied by having 
the two circles face each other, and leave a space 
between for running. The runner then places 
himself between two players, and the one toward 
whom he turns his back may be tagged. 



WHEEL FOX AND GEESE* 

Grade : Grammar, High. ' 

No. of Players : 3 to 15. 
Purpose : Run ; Alertness ; Self-control. 
Apparatus : Wheel 18 feet in diameter drawn on the 
floor or in the snow. 

Draw the wheel, and choose one player to be fox. 
He chases the geese, the other players, and tries 
to tag one. The running is all done on the lines 
of the wheel. The hub is the goal, and no one 
may be tagged while on it. When a goose is 
caught, he becomes fox. The game may be varied 
by having all the geese who are tagged remain 
foxes. In this case the game lasts until there are 
no geese. 

VIS-A-VIS. 

Grade : Grammar, High. 
No. of Players : 20 to 60. 
Purpose : March ; Alertness. 

One player is chosen to be it. The others stand 
in couples about the room. Whenever the one who 



64 

is it calls, ''Face to face! " the two in each couple 
must face each other. When he calls, ''Back to 
back!" they must turn back to back. When he 
calls, "Vis-a-vis!" they must change partners. 
The one who is it tries to secure a partner, and the 
player left alone is now it. 



NINEPINS. 
Grade : Grammar. 
No. of Players : 20 to 60. 
Purpose : March ; Alertness. 
Apparatus : Music. 

The players walk in couples a few feet apart and 
so as to form a double circle. One player stands 
in the centre. Those in the circles march to music, 
which suddenly stops. Instantly each player next 
the centre leaves his partner, and passes to the place 
of the player next in front. If the one in the 
centre can secure one of these places, the player left 
without a partner stands in the centre. 



GOING TO JERUSALEM. 

Grade : Upper Primary, Grammar, High. 
No. of Players : 10 to 60. 
Purpose : March ; Alertness ; Self-control. 
Apparatus : Chairs one less than the number of play- 
ers ; Music. 

The chairs are arranged in line facing alternately 
in opposite directions, — for instance, one to the 



east, two to the west, three to the east. A march 
is played, and the players walk around the chairs 
in line. The music suddenly stops, and all try to 
find seats. The one who fails is out of the game, 
and takes away a chair. The game is continued 
until only one player is left. It may be played in 
the school-room by marking several desks at which 
no one may sit and so putting out several players at 
once. If there is no piano in the room, the pupils 
may sing, and the teacher clap his hands for them 
to be seated. 



PUSSY WANTS A CORNER. 

Grade : All. 

No. of Players : 8 to 20. 
Purpose : Run ; Alertness. 

Apparatus : Goals one less than the number of 
players. 

One player is chosen to be pussy: all the others 
take some objects as goals. The pussy walks from 
one to another, saying, ''Poor pussy wants a cor- 
ner." The reply is made, "Go to my next neigh- 
bor." The other players constantly change places. 
The pussy may try to secure any goal when it is 
vacant. If he succeeds, the person without a goal 
is pussy. 



66 



SPIN THE PLATTER. 

Grade: Grammar, High. 
No. of Players : lo to 30. 
Purpose : General exercise ; Alertness. 
Apparatus : Platter. 

The players form a circle. One stands in the 
centre, and spins a platter on the floor. The 
moment he takes his hand from the platter he must 
call the name of a player, who runs and tries to 
catch it before it lies on the floor. If he does not 
catch it, he spins the platter: if he does, the first 
spinner continues. To make the game more diffi- 
cult, the players may be required to sit or kneel on 
the floor. 



JUMP THE SHOT. 

Grade : Grammar, High. 

No. of Players : 10 to 30. 

Purpose : Jump ; Alertness. 

Apparatus : Bag filled with sand, with rope attached. 

The players form a circle. One is chosen to 
swing the shot, and sits in the centre of the ring. 
He holds the rope, and swings the bag in a circle, 
making it slide upon the floor. Each player must 
jump over it as it reaches him. Those who do not 
jump quickly and well are hit by the bag, and must 
step out of the ring. 



67 



SCULPTOR* 

Grade : Upper Primary, Grammar, High. 
No. of Players: lo to 60. 

Purpose : General Exercise ; Alertness ; Self-control ; 
Balance. 

One is chosen to be it. He may have several 
assistants to help place his figures. He gives each 
player or group of players the name of some well- 
known statue or group of statuary, and shows how 
the position is to be taken. The players form a 
ring, and dance around. The sculptor calls, ''The 
sculptor is at home! " and counts to twenty. Each 
one must fall into the position given him before 
*' twenty " is called. Whoever fails must pay a for- 
feit. When the sculptor cries, "The sculptor is 
not at home!" all dance again in a circle. The 
game may be made more difficult by requiring each 
player to have some spot as a pedestal, on which 
he must take his position. For very young children 
any gymnastic position may be taken, or they may 
imitate statues of animals which the sculptor is 
supposed to have made. For those slightly older 
the balance positions are good. When the number 
of players is large, whole groups may take the same 
position. 



6S 



THREAD THE NEEDLE 

Grade: Primary. 

No. of Players : lo to 30. 

Purpose: March. 

The players form a line, holding hands. The 
last one of the line goes up to the leader, and says, 

''How many miles to Babylon.^ " 

Leader. "Threescore and ten." 

Last Player. "Can I get there by candle- 
light.?" 

L. "Yes, and back again. " 

L. P. "Then open the gates without more ado. 
And let the king and his train pass through." 

The leader and his next neighbor make an arch 
by raising the hands, and the line commencing with 
the last player passes under. The game is repeated 
with the last player as leader. 



FOLLOW THE LEADER. 

Grade : Upper Primary, Grammar. 

No. of Players : 7 to 60. 

Purpose : General exercise ; Quickness of observation. 

All the players form a line. The leader marches, 
runs, or takes any gymnastic movement, and each 
one of the players must repeat his movement ex- 
actly. The game is limited by time. 



69 



RUSSIAN FILK 

Grade : Upper Primary, Grammar. 

No. of Players : 7 to 60. 

Purpose : General exercise ; Alertness. 

Apparatus : Goals one less than the number of players. 

Arrange the players half in the aisle to the left 
of the central one, half in the aisle to the right of 
it, with the backs of those in one aisle toward the 
backs of those in the other, each person standing by 
a desk or in the space between desks. The place in 
which each player stands is called a goal. One 
person is chosen to be leader. He runs down the 
middle aisle touching two or more players on the 
back. These immediately follow him and repeat 
his motions. The movements should be gymnastic 
ones, such as jumping and arm extensions. The 
leader and his followers repeatedly run through the 
middle aisle, and each touches one or more players. 
This continues until all are following. After a 
time the leader calls, ''Goals!" and each player 
tries to reach a goal. The one who fails is now 
leader. The game can be played in a hall or 
gymnasium by placing stools or chairs, one less 
than the number of players, in two rows, with a 
space between the rows. The players sit on the 
stools, forming two lines back to back. The game 
is played as between desks, except, when ''Goals! " 
is called, the players sit on the stools, and the one 
left standing is next leader. 



70 

STEPS. 

Grade: All. 

No. of Players: lo to 30. 
Purpose : March ; Self-control. 
Apparatus : Chalk. 

The players are drawn up in line, each one 
equally distant from some object, as a wall, or from 
a line drawn on the floor. One player stands in 
front of the others, facing them, closes his eyes and 
counts ten aloud, then instantly opens his eyes. 
While his eyes are closed, the players may run, 
walk, or move toward the goal in any way, but be- 
fore his eyes are open they must stop, and he may 
send all he sees moving back to the starting line. 
The players win in the order in which they reach 
the goal. 

STATUES* 

Grade : Grammar, High. 

No. of Players: 10 to 30. 

Purpose: Run; Alertness. 

Apparatus : Jumping standard ; Gong ; Whistle ; 
Chalk. 

Draw a line across one end of the room. At the 
other end hang a gong on a jumping standard. One 
is chosen to be it, and stands in the middle of the 
room with his back to the other players, who stand 
on the chalk line. The one who is it blows a 
whistle. While he is blowing, he must look di- 



71 

rectly to the front, and the other players may move 
as rapidly as possible toward the gong. He may 
deceive them by pretending that he is about to blow 
the whistle, and then turn suddenly. When he 
turns, all who are moving he sends back to the start- 
ing line. The one who is it changes his position 
so that he is always in front of the other players. 
Each player, as he is able, moves up to the gong, 
and strikes it to show that he has succeeded. 



CALL TAG. 

Grade : Primary, Grammar. 

No. of Players: lo to 60. 

Purpose : March ; Alertness ; Balance. 

One player, A, is chosen to be it. The others 
form a file. A turns his back, and counts aloud to 
ten. As soon as he begins to count, the file walks 
forward. When A calls, ''Ten!" the players 
stop instantly, in whatever position they may be ; 
and A turns rapidly, and calls to any one who is 
moving, as for instance B, "TagB!" B is then 
it. If A can tag no one at once, he must turn and 
count again. Should A forget to say tag before B's 
name, B may call, ''Forfeit!" and keep his place. 
The game may be varied by having the players 
march with hands in rest position and the heels 
raised. A monitor is placed at the head of each 
file, and a little to the right of it, with his back to 
the file. The teacher counts slowly. The players 



7^ 

must march until he calls, ''Halt!" Then the 
monitors whirl suddenly, and tag as before. The 
march may also be started with the word, "March ! " 
and, with no counting, ended at the command, 
"Halt!" With older pupils rapid counting in- 
creases the difficulty. 



DUCK ON THE ROCK* 

Grade : Grammar. 

No. of Players : lo to 20. 

Purpose : General exercise ; Alertness. 

Apparatus : Out-of-doors^ — Bowlder ; Large stone ; 

Stones size of fist for each player. 

Indoors, — Indian club ; Bean bag for each 

player. 

A large stone, the duck, is placed on a bowlder; 
and one player, the drake, stands to guard it. A 
line is drawn 20 to 30 feet from the bowlder. Here 
each player stands in turn, and throws his stone at 
the duck, and tries to knock it off the rock. If he 
does not succeed, he stands near his stone, ready to 
pick it up, and run to the starting line to throw 
again. The drake can tag him at any time when 
the duck is on the rock, if he lifts his stone; but, if 
a player knocks the duck off, all can run to the 
starting line while the drake is replacing it. The 
one who is tagged becomes drake. The game can 
be played in the gymnasium by using an Indian 
club instead of a bowlder, and placing a bean bag on 



73 

its top for the duck. The players have bean bags 
instead of stones, and try to knock over the Indian 
club, so that the bag will fall off. 



ALL UR 
Grade: All. 

No. of Players : 6 to loo. 

Purpose : General exercise ; Speed ; Self-control. 
Apparatus : Six Indian clubs or tenpins ; Chalk. 

If played in a school-room, draw four circles 
near the front of the room, and mark three crosses 
in each circle. Place the clubs on the crosses in 
the outer circle on each side. Arrange the players 
in two files at the back of the room. The outer 
aisle on either side is used by the runners, whose 
starting points are marked by chalked lines. A 
player on each side stands with his toe on the 
starting line. At the signal, ''Start!" he runs to 
the outer circle on his side, and carries the clubs 
one at a time to the inner circle, and places them 
on the crosses. When all the pins are placed in 
an upright position, he returns to the end of his 
file by the centre aisle. The player who reaches 
a given point in his file first, scores one for his 
side. The next two runners return the clubs to the 
outer circles, and the game continues until all have 
had a chance to run. The side scoring the greatest 
number of points wins the game. If there is a 
large number of players, several circles may be 



74 

drawn, and the players stand in several files. The 
game can be played in a gymnasium or out of doors. 



HANGING CATS. 

Grade : Grammar, High. 

No. of Players: lo to 60. 

Purpose : Heave movement ; Alertness. 

Apparatus : Gymnastic apparatus. 

One is chosen to be it. He chases the other 
players, and tries to tag some one. The players 
cannot be tagged while hanging from a piece of 
apparatus so that their feet do not touch the floor. 
Whoever is tagged is it. When the number of 
players is large, the first one tagged may sit down 
and the second one tagged be it. 



HOP SCOTCH. 

Grade : Upper Primary, Grammar. 
No. of Players: 5 to 10. 
Purpose : General exercise ; Skill. 
Apparatus: Chalk; Small flat stone. 



10 


iA 


V 


0) 


^ 


to 




/\. 




^^ 




^ 










75 

A figure like the above is drawn on the floor or on 
the earth, and also a line a few feet from its base 
line. One player stands on this line, and tosses 
the stone into division i, then hops into i and kicks 
the stone out. It is then thrown into 2. The player 
jumps, resting one foot in i and one in 2, then hops 
and kicks the stone from 2 into i and then out. 
So he continues until 10 is reached. He straddles 
the line between i and 2, 4 and 5, and 8 and 9; in 
all other places he hops directly into the court. 
If the player fails to throw the stone into the right 
division or to kick it into the right one or leaves 
it on the line, he is out, and the next player takes 
his turn. The game may be played without strad- 
dling any lines, or the player may be allowed to 
place the stone on his foot and expel it at once from 
any division. 

I SPY. 

Grade : Upper Primary, Grammar. 
No. of Players: 10 to 60. 
Purpose : Run ; Alertness. 
Apparatus : Object for goal. 

Some object is chosen as goal. The last one 
to touch the goal is it. He closes his eyes and 
counts one hundred or any number previously 
agreed upon. Then he calls, "Coming!" Mean- 
time all the players have hidden. The one who is 
it sets out to find them. If he sees a player, as 



76 

John, he calls, "I spy John!" and tries to touch 
the goal before John. The players who are hidden 
may run in at any time while the one who is it is 
far enough from the goal. They must touch the 
goal, and call, "One, two, three, free! " before they 
are safe. The first player caught hides his eyes in 
the next game, but each game is continued until all 
are caught or have touched the goal. 



YARDS OFF^ 

Grade : Primary, Grammar. 
No. of Players: 5 to 20. 
Purpose: Run; Alertness; Speed. 
Apparatus : Object for goal ; Stick. 

Some object is chosen for a goal, on or against 
which a stick is laid. One player is it. Another 
throws the stick as far from the goal as he can. 
The one who is it returns the stick to the goal as 
quickly as possible. Meantime all the players 
hide. When the stick is in its place, the one who 
is it hunts for the other players. If he sees one, 
he calls, "I spy," and the player's name, and 
runs to touch the goal. If any player can run from 
his hiding place to the goal before the one who is 
it can touch the goal, he may throw the stick away. 
This frees all who have been caught, and they hide 
again while the stick is being replaced. The last 
one caught is it. 



77 



HARE AND HOUNDS. 

Grade : Grammar, High. 

No. of Players : lo to 60. 

Purpose : Run ; Observation ; Endurance. 

Apparatus : Three canvas bags ; Paper torn small. 

Two or three good runners are chosen to be hares. 
A general course is planned from three miles up- 
ward, depending on the endurance of the players. 
The hares are given ten minutes' start. They 
drop paper to mark their trail. The trail should 
be difficult to follow, should double on itself, 
and take unexpected turns across streams, ditches, 
and fences. After ten minutes the other players, 
the hounds, start. They scatter to find the scent. 
When one has found it, he calls, and they all set 
out in his direction. When the scent is lost, the 
pack scatters again until some one finds the trail. 
The object of the hounds is to be in at the finish, 
that of the hares to go over the course without being 
overtaken. 



MISCELLANEOUS AND QUET 
GAMES. 



8i 



PASSING CLOTHES-PINS* 

Grade: All. 

No. of Players: 12 to 60. 

Purpose : Dexterity ; Alertness. 

Apparatus : One to twelve clothes-pins. 

I. 

After a march around the room, form a circle 
or square facing the desks and chairs. The object 
of the game is to pass a clothes-pin from one child 
to the next, so as to reach a given point in the 
circle in the shortest time possible. The leader 
passes one clothes-pin, and immediately starts an- 
other, which is to try to overtake the first one be- 
fore it reaches the leader. Calling one cat and the 
other mouse, or one fox and the other hound, adds 
to the pleasure. 

II. 

The leader starts two clothes-pins, one to the 
left and one to the right. The object is to be 
first in reaching the point directly opposite the 
leader. The side which succeeds scores one. 
Children in the upper primary grades may pass 
two or more clothes-pins at once. The half of the 
circle wins which has the highest score. 

III. 

Form two lines. At a given signal the leader of 
each line passes six clothes-pins to the player beside 



82 

him. They are passed quickly down the line, each 
player taking them in his hands. The line which 
passes them to the end first, scores a point. If a 
clothes-pin is dropped, the one who dropped it must 
let fall all he has in his hands, gather them all up, 
and continue the passing. They are returned in 
the same way, and the score is counted in each di- 
rection. The game may be varied by passing them 
in both directions before scoring. In this case the 
one at the end drops all the pins, and picks them 
up before returning them. Bean bags may be 
used instead of clothes-pins, or the game may be 
played at the seats, when six books are placed on 
the first desk at the right of each row and passed 
one at a time to the end of the row at the left, and 
then back again. If played standing, each one 
may be required to place his right hand on his 
neighbor's shoulder and use only his left hand. 



DUCKS FLY* 

Grade : Primary. 

No. of Players: lo to 60. 

Purpose : Heave movement ; Alertness. 

The players may stand in the aisles or sit at the 
desks. Standing is preferred. The one who is it 
faces the class, and says, ** Ducks fly!" and raises 
his arms to represent flying. The others must imi- 
tate him as long as he mentions animals that can 
fly. If he names an animal that cannot, and says 



83 

for instance, ''Cats fly!" any child who makes a 
movement must pay a forfeit. 



GRAND MUFTL 

Grade : Primary. 

No. of Players: lo to 60. 

Purpose : Alertness. 

The players form a circle. The teacher stands in 
the centre as Grand Mufti. He makes some move- 
ment, and says, "Thus says the Grand Mufti," 
when all the players must imitate his movements. 
If he says, "So says the Grand Mufti," no one must 
move. Whoever moves, either pays a forfeit or sits 
down. 

THANKSGIVING DINNER. 

Grade : Primary, Grammar. 
No. of Players: 10 to 60. 
Purpose : Alertness. 

Some one is chosen to tell the story. He gives 
each player the name of something to be eaten at 
a Thanksgiving dinner. The players stand in the 
aisles between the desks, while the one who is it 
tells a story about Thanksgiving Day. When any 
player hears his name mentioned, he must turn 
about once in his place. For instance, if the story- 
teller should say, " The large turkey was put into 
the oven," all who are named turkey must turn. 
When the words " Thanksgiving dinner " are used, 



84 

all must turn. This game may be adapted to other 
holidays. If the children are young, the teacher 
had best tell the story. 



STAGE-COACH. 

Grade : Grammar, High. 
No. of Players : lo to 60. 
Purpose : Alertness. 
Apparatus : Chairs. 

The chairs are arranged in a circle; the one who 
is it stands in the centre. If the game is played at 
the desks, he stands in front of the class. He 
names each player. If the number is large, groups 
of five may have the same name. The names given 
must be parts of a stage-coach or its contents, or 
they may be the horses and their harness, as 
springs, door, old lady, parrot, white horse. When 
the players are named, the one who is it tells a 
story about a ride in a stage-coach. Each time the 
word "stage-coach " is mentioned, all must rise, and 
turn once in their places. When the name of any 
player or group of players comes into the story, he 
must turn. For instance, if *' The driver cracked 
his whip" be said, all the whips must rise, and 
turn. The story ends with the words, *' The stage- 
coach upset. " Then all the players change seats. 
The one who is it tries to secure a chair. Whoever 
is left standing must tell the next story. 



^5 



FRUIT BASKET. 

Grade : Grammar, High. 
No. of Players: lo to 60. 
Purpose : Alertness. 

Apparatus : Chairs one less than the number of 
players. 

The players sit in a circle. One is chosen to tell 
the story. He stands in the centre of the circle, 
and gives each player the name of a fruit. Then 
he tells a story, bringing in these names. All rise, 
and turn when the words '' fruit basket " are heard. 
Each player turns when he hears his name. The 
story is ended by the words, '' The fruit basket 
upset." Immediately all the players must change 
seats, and the one in the centre tries to secure a 
chair. Whoever is left standing tells the next 
story. 

BLIND MAN^S BUFF WITH A WAND, 

Grade : Upper Primary, Grammar, High. 
No. of Players : 10 to 30. 

Purpose *. Keenness of perception ; Self-control. 
Apparatus : Handkerchief ; Cane. 

One player is blindfolded, and given a stick. 
The other players join hands, and dance around 
him until he taps the floor three times with the 
stick. Immediately all stop. Then he points the 
stick at some one, who must take the end, and 



S6 



answer any three questions that he may ask. The 
player may disguise his voice in answering. If 
the one in the centre can guess who it is, the two 
players change places. 



MUSICAL INSTRUMENTS. 

Grade: Grammar, High. 
No. of Players: lo to 30. 
Purpose : Alertness. 

The players form a circle, sitting on the floor 
or on chairs, and are the orchestra, each one choos- 
ing the instrument on which he will play. One 
is conductor, and stands in the centre. A tune is 
decided upon. The conductor beats time, while 
all the players hum the tune, each making it sound 
as much like his chosen instrument as possible, and 
imitating the motions used in playing it. The 
conductor suddenly turns to some player, and says, 
" What is the matter with your instrument.' 1,2,3, 
4, 5!" The one questioned must begin his reply 
before the conductor counts five, and it must be ap- 
propriate for his instrument. If he has a violin, 
he may say, '*I have broken a string." If he is not 
quick enough in replying or if he says something 
is the matter with his instrument that cannot be, 
as of a violin, " The reed is lost," he must change 
places with the conductor. The conductor may clap 
his hands at any time, when the music must stop 
instantly. Any one failing to stop becomes con- 



87 

ductor. The music never stops except when the 
leader claps his hands. The person who fails may 
pay a forfeit, and the same conductor continue 
throughout the game, if preferred. 



HUNT THE KEY, 

Grade : Upper Primary, Grammar. 
No. of Players : lo to 30. 
Purpose : Alertness. 
Apparatus : Twine ; Key. 

A key is hung on a long piece of twine. The 
players form a ring, and hold the twine. One stands 
in the centre. The others keep their hands con- 
stantly in motion, and pass the key back and forth. 
The one in the centre tries to discover who has 
the key. The players may occasionally whistle on 
the key to show where it is. When a player is 
caught with the key in his hands, he takes the 
place in the centre. 

HUNT THE SLIPPER. 

Grade : Primary. 
No. of Players : 10 to 30. 
Purpose : Alertness. 
Apparatus : Slipper. 

The players sit on the floor in a circle, with the 
knees raised, and the girls well scattered among the 
boys, that their dresses may hide the slipper. One 
is chosen to be it, and runs around the outside of 



88 



the circle trying to tag the person who has the 
slipper. The slipper is passed quickly from one to 
another under the knees. It may sometimes be 
thrown across the circle if hidden at once. When 
far enough away from the one who is it, it may be 
struck three times upon the floor to show where it 
is. The one caught with the slipper is it. 



BEAST, BIRD, AND FISH. 

Grade : Upper Primary, Grammar, High. 
No. of Players: lo to 30. 
Purpose : Alertness. 
Apparatus : Handkerchief. 

The players stand or sit in a circle. One takes 
the knotted handkerchief, and throws it at another 
player, calling either *' Beast" or *'Bird" or 
**Fish," and commencing at once to count aloud 
to ten. The one at whom the handkerchief is 
thrown must name an animal of the right division 
before the player says, *'Ten!" For instance, if 
A throws the handkerchief to B, and says, ** Fish! 
one, two, . . . ten!" and B says, "Cod" before A 
has counted ten, B takes the handkerchief, and 
tosses it at another player. But, if he is too late in 
saying his word, or if he names an animal of the 
wrong division, he must pay a forfeit. The game 
may be played without forfeits. In this case the 
player who counts continues throwing until some 
one fails. The one who fails then takes the hand- 
kerchief. 



89 
NOT I, SIR. 

Grade : Grammar. 

No. of Players: lo to 20. 

Purpose : Alertness. 

The players stand in line, and are numbered in 
order. One is chosen to be teacher. He turns to 
one of his class, and this conversation takes place : — 

Teacher. " I heard something about you, No. 2, 
sir." 

Pzipil. ''What, sir, me, sir.?" 

T. ''Yes, sir, you, sir." 

P. " Not I, sir." 

T. "Who, then, sir.?" 

P. " No. 5, sir." 

T. "No. 5 to the foot." 

No. 5 must go to the foot of the class unless he 
can say, "What, sir, me, sir.? "before the teacher 
says, "No. 5 to the foot." If he succeeds, he 
keeps his place, and the teacher addresses another 
pupil. The object of the game is to be head of 
the class. 

HUCKLE BUCKLE BEAN STALK* 

Grade : Primary, Grammar. 

No. of Players: 10 to 60. 

Purpose : Quickness of perception ; Self-control. 

Apparatus: Thimble. 

One person is chosen to hide the thimble. All 
the other players close their eyes or go out of the 



90 

room. The one who is it places the thimble where 
it can be seen and yet is not likely to be noticed. 
The other players are then called to hunt for it. 
As each one sees it, he must sit down, and must 
not show by his manner where it is. The game 
may be varied by putting the thimble out of sight. 
Then the one who is it tells the players who are 
near the thimble that they are*' hot," and those 
that are far off that they are ''cold." Or music 
may be played louder when some one is near, softer 
when all are far away from the thimble. 



OBSERVATION. 

Grade : Upper Primary, Grammar, High. 
No. of Players: lo to 30. 
Purpose: Acuteness of observation. 
Apparatus : Twenty objects ; Paper and pencils. 

Twenty objects are placed on a table. Each 
player in turn is allowed to look at them one-half 
minute. He then goes to a seat from which the 
table cannot be seen, and writes down all he can 
remember. The one writing the greatest number 
correctly wins the game. 



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